Mercurial > games > semicongine
annotate README.md @ 70:02bc1232905c
did: update readme (this single X was a ton of work)
author | Sam <sam@basx.dev> |
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date | Sun, 05 Feb 2023 00:48:03 +0700 |
parents | c57285d292b6 |
children | 17c12b79faaa |
rev | line source |
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41 | 1 Semicongine |
2 =========== | |
3 | |
8 | 4 Hi there |
5 | |
41 | 6 This is a very simplistic little game engine, mainly trying to wrap around vulkan and the operating system's windowing, input and audio system. |
7 This is using the last programming language you will ever need, [Nim](https://nim-lang.org/) | |
8 | |
48 | 9 Building |
10 -------- | |
11 | |
12 Run ```nim help``` to see a list of available build commands. | |
13 | |
14 It is required to download the glslangValidator binary into the ```examples/``` directory in order to be able to build. | |
15 There is a nim command for this that works on linux. | |
16 | |
45 | 17 Compilation on Windows |
18 ---------------------- | |
19 | |
20 Requires a Windows SDK to be installed (e.g. via Visual Studio Build Tools). | |
21 Also, using Nim on Windows with mingw seems to be way faster than with vcc/lc. | |
22 For compilation with vcc/ls, install additionaly (with Visual Studio Build Tools): | |
23 - Windows Universal C Runtime (some important files) | |
24 - Windows CRT SDK (some important header files) | |
25 - Some version of MSVC (the compiler) | |
26 | |
48 | 27 glslangValidator cannot yet be downloaded automatically on windows, check config.nim for instructions. |
28 | |
41 | 29 Roadmap |
30 ------- | |
31 | |
32 Still tons to do, but it feels like the worst things (except audio maybe?) are over the hill. | |
33 | |
34 Rendering: | |
35 | |
36 - [x] Vertex attributes, vertex data | |
37 - [x] Shaders (allow for predefined and custom shaders) | |
38 - [x] Uniforms | |
39 - [x] Per-instance vertex attributes (required to be able to draw scene graph) | |
40 - [ ] Textures | |
41 - [ ] Depth buffering | |
42 - [ ] Mipmaps | |
43 - [ ] Multisampling | |
60
c57285d292b6
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
Sam <sam@basx.dev>
parents:
57
diff
changeset
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44 - [~] Instanced drawing (currently can use instance attributes, but we only support a single instance per mesh) |
57 | 45 - [ ] Fullscreen mode + switch between modes |
60
c57285d292b6
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
Sam <sam@basx.dev>
parents:
57
diff
changeset
|
46 - [ ] Fixed framerate |
c57285d292b6
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
Sam <sam@basx.dev>
parents:
57
diff
changeset
|
47 - [ ] Allow multipel Uniform blocks |
41 | 48 |
49 Build-system: | |
50 - [x] move all of Makefile to config.nims | |
51 | |
52 Asset handling: | |
53 - [ ] Mesh files (Wavefront OBJ, MTL) (use something from sketchfab for testing, https://sketchfab.com/) | |
54 - [ ] Image files (BMP RGB + BMP Graysscale for transparency) | |
55 - [ ] Audio files (WAV) | |
56 | |
57 Quality improvments: | |
58 | |
70
02bc1232905c
did: update readme (this single X was a ton of work)
Sam <sam@basx.dev>
parents:
60
diff
changeset
|
59 - [x] Better scenegraph API |
41 | 60 - [ ] Better rendering pipeline API |
61 | |
62 Other: | |
63 - [x] Mouse/Keyboard input handling | |
64 - [x] X11 | |
65 - [x] Win32 | |
66 - [ ] Config files ala \*.ini files (use std/parsecfg) | |
67 - [ ] Input-mapping configuration | |
68 - [ ] Audio (Alsa, Windows Waveform API?) | |
69 - [ ] Game controller input handling | |
70 | |
71 Advanced features: | |
72 - [ ] Text rendering | |
73 - [ ] Animation system | |
74 - [ ] Sprite system | |
75 - [ ] Particle system | |
60
c57285d292b6
did: deep refactoring of handling vertrex attribute and buffer updates, don't ask ;(
Sam <sam@basx.dev>
parents:
57
diff
changeset
|
76 - [ ] Query and display rendering information from Vulkan |